Monster Abilities V1.1
Monster Abilities V1.1
Version 1.1
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© 2024 Martin Knight. All Rights Reserved.
All monster abilities from books 1-8.
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ALLIES: The monster has lesser monsters they call upon or DOPPELGÄNGER: The monster transforms into an exact
summon during a fight. At the start of each combat round roll copy of the adventurer and has an AV equal to the adventur-
1d6. If a 1 is rolled, an ally comes to the monsters aid, and er’s Str or Dex, depending on which was last used to attack the
you add /X to the end of its current HP value, with X being monster. If the adventurer has not yet made an attack during the
equal to the number shown after the monster’s Allies ability. combat then the monster’s AV is determined by the adventur-
er’s Str or Dex, by using the highest value of the two. The attack
Example: During combat with a monster with HP of gains any bonuses for the adventurer’s equipment and weap-
“16/4” and an Allies 4, if a 1 was rolled at the start of the on, such as to Str, Dex or Dmg, but does not gain any bonuses
combat round, you would add /4 at the end of its HP value, the adventurer may have from the time track, or any potions or
giving it a new HP value of “16/4/4”. spells the adventurer has, or is using. When a hit is scored to the
ATTACKS: The monster is able to attack more than once in monster, the location is rolled normally and any damage bonus-
a single round of combat. The number of times it gets to make es for location are applied. Next, check to see if the adventurer
an attack roll is equal to its Attacks rating. For each attack that is wearing any armour in the location hit. The monster will have
scores a hit, roll a damage die and add them together for a total the same armour too, except the monster is not able to deflect
damage score, then roll for a hit location and apply its modifi- damage like the adventurer can. If any armour is present, its A
er (if any), finally apply the monsters Dmg modifier (if any). value deducts from the damage scored. If the adventurer has a
shield equipped, it has no effect for the monster. Note that if any
BLOCK: The monster has the ability to block the adventur- equipment the adventurer is wearing at the start of the combat is
er's escape. Each escape attempt made by the adventurer is destroyed, due to deflecting damage, it is not destroyed for the
modified by the value shown. For instance, a monster with monster, who may continue to gain its benefit.
Block -20 would cause the adventurer to deduct -20 from
their Dex value when making an Escape Combat test. ETHEREAL: The monster has no substance, and normal
weapons will simply pass through them. All attacks made
BOUND: The monster is more determined in combat and against an ethereal monster must be with a legendary weapon or
will attempt to escape less frequently. When the monster’s a form of spell (or scroll) in order to inflict any kind of damage.
reaction is rolled at the start of a combat round, the monster
will only attempt to escape on a roll of 10, and all results FEAR: The monster may strike fear in any adventurer that
of 8 and 9 that would cause a monster to escape, must be it comes face to face with. At the start of each combat round
re-rolled. the adventurer must make a fear test.
FEAR – Test: Int -10 [S: Attack as normal]
DARK MAGIC: Spell Casters found in the dungeons have [F: Forfeit next attack, combat action] (Bravery)
attuned themselves with Dark Magic. At the start of each
combat round before step 1, roll 1d10 to see which magic FIRE: The monster, in addition to its normal attack, has
spell they will use for the round. some sort of fire attack that may strike an adventurer. Each
1D10 Spell & Effect time a natural 1 is rolled for its damage the adventurer may
Dark Strike: This round, if the monster attacks, it gains be set on fire by its attack and must make an avoid fire test.
1-2
+20 AV. AVOID FIRE – Test: Dex -5 [S: No effect]
3-4 Shadowy Cloak: This round the monster gains +4 DEF. [F:-2HP] (Dodge)
5-6 Evil Touch: This round the monster gains +2 DMG.
7-8
Drain Life: This round each HP the adventurer suffers FLY: An Adventurer fighting a flying monster suffers -10
will replenish the monster an equal number. STR when making an attack roll. If using a ranged weapon
9-10 Death Bolt: The adventurer loses 2 HP. (Dex) it has no effect.
DEATH TOUCH: Whilst encountering a monster with FREEZE: The monster, in addition to its normal attack,
Death Touch, the adventurer suffers -2 DEF and all equipped has some sort of freeze attack that may strike an adventurer.
armour that it hits has a rating of A0. Damage may still be Each time a natural 1 is rolled for its damage the adventurer
deflected as normal. may be frozen and must make an avoid freeze test.
DISEASE: When a monster scores a natural 1 on their dam- AVOID FREEZE – Test: Dex [S: No effect]
age dice, they infect the adventurer with disease and the [F: -1HP, -2 DEF in next combat round] (Dodge)
player shades in one pip on the disease track of the adven-
turer sheet, even if the monster does not deal any damage
FRENZY: The monster at times during a combat may go
into a maddening rage. When a natural roll of 1 has been
during the combat round. When the time track is refreshed,
scored on its damage dice, it gains another attack and the
the player must roll 1d10. If the result is equal to or less than
player repeats step 5 of combat. Note that if another 1 is
the number of disease pips shaded the adventurer suffers HP
scored on the damage die for the second attack, it will gain
equal to the number of shaded pips.
another free attack and so on.
LARGE: The monster is exceptionally large and will often when the main monster’s HP are reduced to 0 or less, roll 1d6.
deal more damage when it hits an adventurer than smaller This is the number of smaller monsters that have reassembled.
monsters. Therefore, damage die results of 1 or 2 gain +2 dmg. The smaller monsters do not have any of the main monster’s
abilities, but do gain the Pack ability, and each have a HP val-
LEAP: The monster is very agile in combat and will often ue equal to the monster’s Reassemble value (i.e. if you rolled
pounce to attack. When a natural roll of 1 has been scored on
4 and the Reassemble value is 3, the small monsters will have
its damage dice, the monster has pounced, causing some extra
a HP value of 3/3/3/3). The smaller monster’s AV, Def, and
damage. The player rolls the damage die again for the monster,
Dmg values match that of the main monster, and only when
and adds it to the monster's damage total. Note that if another 1
all of the small monsters have been killed will the adventurer
is rolled, the player rolls again for extra damage and so on.
receive the main monster’s [K] reward.
LIGHTNING: The monster in addition to its normal at- REGENERATE: The monster has the ability to restore lost
tack, has some sort of lightning attack that may strike the
HP. Each time it roll a natural 1 on the damage die it will
adventurer. Each time a natural 1 is rolled for its damage the
restore 2 lost HP.
adventurer may be struck by lightning and must make the
avoid lightning test below. RESURRECTION: When the monster is killed it may
AVOID LIGHTNING – Test: Dex [S: No effect] resurrect and come back to life. After killing a monster
[F: -1d6 HP] (Dodge) with Resurrection and before it has been looted, roll 1d10.
If a 1 is rolled it immediately returns to life with full HP
PACK: At the start of each combat round each monster still and the adventurer must once again attempt to kill it.
alive beyond the first adds +5 to its AV. For instance, if an en-
SHRILL: The monster has some kind of acoustic attack that
counter has 4 monsters still alive they get AV+15 when they
causes pain. In most cases this will be a sheik or shrill, and
attack. When an adventurer deals a pack damage, its HP is de-
the adventurer must test shrill before the monster's reaction
pleted in the order from left to right and any surplus damage
roll each combat round.
spills over to the next and so on. For instance, if an Adventurer
faces a pack with HP 3/2/2 and has just dealt 4 damage, the left SHRILL – Test: Int [S: No effect]
most pack monster is defeated and the second receives 1 point [F: -1HP] (Aware, Lucky)
of damage and will have the following HP remaining 0/1/2.
SLOWED: The monster in addition to its normal attack,
PETRIFY: The monster has the ability to turn an adventurer has a type of ability to slow down the adventurer. It may be a
into a solid stone statue from which there is no return. If the form of breathe attack, or some kind of spell etc. Each time a
monster rolls a natural 1 on its damage die, the adventurer natural 1 is rolled for its damage, the adventurer's next test is
must make an avoid petrify test. If the test fails, the adventur- slowed and they suffer a -20 modifier to whichever charac-
er can use a life point or a resurrection effect to negate being teristic is used (either Str, Dex, or Int). If combat ends before
turned to stone. Otherwise they will make a nice life-sized or- the slowed test is made, the slowed effect comes to an end.
nament for the monster’s lair and their adventure is now over.
STUN: The monsters attack may cause an adventurer to be-
AVOID PETRIFY – Test: Int +20 [S: No effect] come stunned. Each time the monster deals damage to the
[F: Turned to stone] (Aware, Lucky) adventurer, they must make a dazed test.
PHASE: The monster can phase in and out of reality mak- DAZED – Test: STR-15 [S: No effect]
ing it a hard target to strike. The character suffers -10 to their [F: Forfeit next attack, combat action, escape] (Dodge)
Str or Dex whilst attacking a monster with the Phase ability.
SURPRISE: The monster may surprise the adventurer
POISON: When a monster scores a natural 1 on their dam- when it first appears. Before the first round of combat begins
age die, they infect the adventurer with poison and the player make a surprise test. If the test fails, the monster makes an
shades in one pip on the poison track of the adventure Sheet, immediate attack roll against the adventurer.
even if the monster does not deal any damage during the SURPRISE – Test Int-10 [S: No effect]
combat round. When the time track is refreshed the player [F: Monster gains a free attack] (Aware)
must roll 1d10. If the result is equal to or less than the num-
ber of poison pips shaded, the adventurer suffers HP equal to WEB: At the end of each combat round in which the mon-
the number of shaded pips and the player then removes 1 pip ster is still alive, the adventurer makes an avoid web test to
from their poison track. determine if they will get an attack, or make a combat action
in the next combat round.
REASSEMBLE: When the monster has been killed it will
reassemble itself into a number of smaller counterparts, which AVOID WEB – Test: Dex +20 [S: Attack as normal]
will attack at the start of the next combat round. Therefore, [F: Forfeit attack, combat action, escape] (Dodge)
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